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Auto-Swing (#827)
* BurstLinq make BGM resync when changing pitch (to test) * autoswing some game implementations, most games already work fine * more game tweaks * 16th note swing more game fixes make pitch change resync optional in the API * suppress some common warnings * Update Credits.txt
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@ -74,11 +74,11 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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{
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if (barelyStart > 0f)
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{
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anim.DoScaledAnimation("barely", barelyStart, isPineapple ? 2f : 1f, clamp: true);
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anim.DoScaledAnimation("barely", Conductor.instance.GetUnSwungBeat(barelyStart), isPineapple ? 2f : 1f, clamp: true);
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}
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else
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{
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anim.DoScaledAnimation("fruit bounce", startBeat, beatLength + (isPineapple ? 4f : 2f), clamp: true);
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anim.DoScaledAnimation("fruit bounce", Conductor.instance.GetUnSwungBeat(startBeat), beatLength + (isPineapple ? 4f : 2f), clamp: true);
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}
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}
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@ -136,7 +136,7 @@ namespace HeavenStudio.Games.Scripts_CatchyTune
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if (state <= -1f || state >= 1f)
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{
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//near miss (barely)
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barelyStart = Conductor.instance.songPositionInBeatsAsDouble;
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barelyStart = Conductor.instance.unswungSongPositionInBeatsAsDouble;
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game.catchBarely(side);
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